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SkyBox developement update.
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Peregrine
Picture of NuTT98
posted



That will be the new entrance, which will turn left and have a small staircase up.
Check out the alignment job on those textures Big Grin, they match perfectly.

If anyone has any objections about where the entrance should be or about anything else, speak up now cause I ain't rebuilding the whole thing. It took me 4 hours to make that alone. This was first run tho, the next time I'm sure will take up far less time. Panning the textures is a pain in the back, argh. I also had to rebuild the door frame a couple of times cause the 2D modeller is kinda screwy, but life wouldn't be the same without it.

I was thinking, this map has everything. We have big dudes on steroids, flying axes, magic shields, recently we just got smokey the bear. So what are we missing? Explosives! We have everything else concievable, but we do not have the most obvious component of CQ battle. Boom boom! So remember, the more you whine to Unter, the faster we will get it Wink. I was thinking adding some boom boom to the balcony of the soon to be structure. You would be able to throw it down on the folks below. These should also be timed, so the people below have time to throw it right back at you Big Grin.

The concept seems very simple. Just take the current mace powerup, remove the hit-effect graphics, increase the strength and then configure the minor details. But that's for Unter the pro to think about. If you guys whine enough, we just might get a SkyBox and explosives out simultaneously very soon.
 
Posts: 266 | Registered: Sat February 01 2003Reply With QuoteReport This Post
Treasurer
Picture of Unter den Uebrigen
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Lol; dude.  Nice.  That's precisely what I was thinking: the mace would be a good candidate for "the sky is falling" kind of effect.  On the other hand, we still lack a head powerup and the "medusa" idea, while neat, might be a bit forced.  Big exploding head bombs would work.

Fantastic job on the door, man: looks like it's built naturally into the arena.
 
Posts: 1457 | Location: Altadena | Registered: Tue January 07 2003Reply With QuoteReport This Post
Treasurer
Picture of Unter den Uebrigen
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Oh but PS.  I almost forgot: we talked about a "sweepable boulder" idea.  That would mean some "RockAvalancheHuge"'s or other were sitting up top waiting to be plucked up and thrown.  I like the idea of a natural projectile better than some contrived bomb.
 
Posts: 1457 | Location: Altadena | Registered: Tue January 07 2003Reply With QuoteReport This Post
Peregrine
Picture of NuTT98
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quote:
I like the idea of a natural projectile better than some contrived bomb.


I see what you mean, it keeps the 'theme', however I can't think of a natural projectile that could unleash such destructive power. Unless this RockAvalancheHuge would upon impact split to RockAvalancheMedium and those would split into Small. That would bring a similar effect, but rather than cleaning out the whole radius, you have a chance to be missed by this sharpnel. Anyhow that sounds like a sweet idea, but it's gonna take one strong fella to pick up one of those RAH rocks Big Grin
 
Posts: 266 | Registered: Sat February 01 2003Reply With QuoteReport This Post
Treasurer
Picture of Unter den Uebrigen
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We should be able to work something out; when I was working on the problem of "junk actors" for food, I came across some discharge algorhythms in Rune, i.e. the ability to make chunks of flesh fly and boulders disentegrate into smaller parts.  The reason why it was disabled for food, however, is because it's relatively expensive as processes go: it eats up bandwidth to create and destroy things.  We might be able to come up with a hack like an invisible damage radius which appears to be caused from debris, but spares the server from doing collision checks, etc.

But first things first: skybox.
 
Posts: 1457 | Location: Altadena | Registered: Tue January 07 2003Reply With QuoteReport This Post
Peregrine
Picture of Ragnar{HSN}
Online Status For 28642382
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Good work on that lightning... looks awesome Thumbs Up.

Hopefully I'll be able to swing by and take a look at it in-game Razz.
 
Posts: 69 | Location: Denmark | Registered: Tue January 28 2003Reply With QuoteReport This Post
Peregrine
Picture of NuTT98
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I hope I don't reveal any 'rookieism' in there. I sure as hell won't make overlapping adds, I ain't stupid Big Grin, but I do gotta find myself the single player Rune files, my texture database is very limited. Well back to work, I should be able to find Rune somewhere.
 
Posts: 266 | Registered: Sat February 01 2003Reply With QuoteReport This Post
Peregrine
Picture of NuTT98
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I've decided to scrap the first batch of attempts. Why? Well, the more you make, the more you learn Razz.

First problem was the entrance is too large, the small arena was too close and the turn could not be made like I wanted to. Second, I had to split the hallway into two pieces, the top arch and the bottom cube. I attempted to make the hallway a single brush but that turned out to give serious artifacting, not sure why but I should be able to go around that this time. Also the way I attempted to make it would just not blend in. The only way this was possible was by making a cheap rectangular shaped hallway.

This is good news actually, I think I can get a much simpler and much better looking setup, but gotta go from scratch.

Also, you know how the official maps have corner/edge shading in those locations where textures cannot be aligned? If anyone knows how to do that I'd appreciate it.

 
Posts: 266 | Registered: Sat February 01 2003Reply With QuoteReport This Post
Treasurer
Picture of Unter den Uebrigen
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Are you thinking about putting a "runway" over the fighting area in the arena, or cutting out an open hallway along the top perimeter of the arena? The latter would give us full range to aim our projectiles.
 
Posts: 1457 | Location: Altadena | Registered: Tue January 07 2003Reply With QuoteReport This Post
Emeritus
Picture of Impaler
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Nice job, Nutt!
quote:
Nutt:
Also, you know how the official maps have corner/edge shading in those locations where textures cannot be aligned?

Play with 'Surface properties' and with the lights.
 
Posts: 539 | Location: Romania | Registered: Sun January 12 2003Reply With QuoteReport This Post
Peregrine
Picture of NuTT98
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I was thinking of the same thing, about a walkway of somesort over the arena. First things first tho, there's always time for improvement.
 
Posts: 266 | Registered: Sat February 01 2003Reply With QuoteReport This Post
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